// Copyright 2019 DeepMind Technologies Limited // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. using System.Globalization; using System.IO; using System.Linq; using System.Text; using UnityEngine; namespace Mujoco { /// /// Scale vertex data manually line by line. We skip normals. Warning: Parameter vertex points /// (`vp`) were unclear to me how to handle with scaling, if you use them and notice an issue /// please report it. /// public static class ObjMeshImportUtility { private static Vector3 ToXZY(float x, float y, float z) => new Vector3(x, z, y); public static void CopyAndScaleOBJFile(string sourceFilePath, string targetFilePath, Vector3 scale) { // OBJ files are human-readable string[] lines = File.ReadAllLines(sourceFilePath); StringBuilder outputBuilder = new StringBuilder(); // Culture info for consistent decimal point handling CultureInfo invariantCulture = CultureInfo.InvariantCulture; scale = ToXZY(scale.x, scale.y, scale.z); foreach (string line in lines) { if (line.StartsWith("v ")) // Vertex line { // Split the line into components string[] parts = line.Split(' '); if (parts.Length >= 4) { // Scale the vertex. It is unclear to me why flipping along x axis was necessary, // but without it meshes were incorrectly oriented. float x = -float.Parse(parts[1], invariantCulture) * scale.x; float y = float.Parse(parts[2], invariantCulture) * scale.y; float z = float.Parse(parts[3], invariantCulture) * scale.z; var swizzled = ToXZY(x, y, z); outputBuilder.AppendLine( $"v {swizzled.x.ToString(invariantCulture)} "+ $"{swizzled.y.ToString(invariantCulture)} "+ $"{swizzled.z.ToString(invariantCulture)}"); } } else if (line.StartsWith("vn ")) { // We swizzle the normals too string[] parts = line.Split(' '); if (parts.Length >= 4) { float x = -float.Parse(parts[1], invariantCulture); float y = float.Parse(parts[2], invariantCulture); float z = float.Parse(parts[3], invariantCulture); var swizzled = ToXZY(x, y, z); outputBuilder.AppendLine( $"vn {swizzled.x.ToString(invariantCulture)} "+ $"{swizzled.y.ToString(invariantCulture)} "+ $"{swizzled.z.ToString(invariantCulture)}"); } } else if (line.StartsWith("f ") && scale.x*scale.y*scale.z < 0) { // Faces definition, flip face by reordering vertices string[] parts = line.Split(' '); if (parts.Length >= 4) { outputBuilder.Append(parts[0]+" "); var face = parts.Skip(1).ToArray(); if (face.Length >= 3) { outputBuilder.Append(face[0]+" "); outputBuilder.Append(face[2]+" "); outputBuilder.Append(face[1]); } outputBuilder.AppendLine(); } } else { // Copy non-vertex lines as-is outputBuilder.AppendLine(line); } } // Write the scaled OBJ to the target file File.WriteAllText(targetFilePath, outputBuilder.ToString()); } } }